#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require

#include "../../../../core/shader_binding_ID.h"
#include "../../../../core/shader_std.h"
#include "../../../../core/shader_built_in_functions.h"



layout(set = 1, binding = DEF_BINDING_WIDGET_Texture) uniform sampler2D texColor[];

layout(location = 0) in vec3 inEyeDir;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec4 inVert;

//layout(depth_any) out float gl_FragDepth;
//layout(early_fragment_tests) in;


void main(void){
    //gl_FragDepth = 0;
}



